domenica 21 aprile 2024

Mythic Antipaladin Class Options

While I was writing the mythic options for the minor classes, I realized this was missing, too. So, for the sale of completeness, here it is (it was not enough to simply reverse the paladin’s mythic class features).

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Mythic Antipaladin

Mythic antipaladins are the ultimate villains, the epitome of evil.

Mythic Aura of Evil: The antipaladin can expend one use of mythic power to grant himself an enhancement bonus equal to ½ his level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks for 1 minute. While this power is in effect, the antipaladin takes a -2 penalty to AC.

Mythic Detect Good: The antipaladin may use his detect good ability as a swift action.

Mythic Smite Good: The antipaladin’s smite good ability also functions on targets who are neutral on the good/evil axis.

Mythic Unholy Resilience: As a standard action, the antipaladin may expend one use of mythic power to grant an adjacent enemy a penalty to saving throws equal to his Charisma bonus (as the unholy resilience class feature), for a number of rounds equal to his mythic tier.

Mythic Touch of Corruption: The antipaladin may expend one use of mythic power to use touch of corruption on an adjacent creature as a swift action.

Mythic Aura of Cowardice: The range of the antipaladin’s aura of cowardice extends an additional five feet per mythic tier, and functions even if the antipaladin is unconscious (and for 24 hours after his death).

Mythic Plague Bringer: The antipaladin may expend one use of mythic power to transfer a disease he is currently affected with to an adjacent enemy as a touch attack, for a number of hours equal to her mythic tier.

Mythic Cruelty: When the antipaladin uses her touch of corruption, as a swift action, he may expend one use of mythic power to change his current cruelties. He may switch any cruelty he has for another cruelty available to him at the same or lower level. The new selection of cruelties last until he changes them again, or he next regains daily uses of touch of corruption.

Mythic Channel Negative Energy: The antipaladin adds his tier to all damage dealt or healed with her channel energy ability.

Mythic Spell List: The antipaladin can add one cleric spell of a spell level he can cast to his antipaladin class spell list. If he is mythic tier 5 he can add one inquisitor or witch spell of a spell level he can cast to his antipaladin class spell list.

This mythic class feature may be selected more than once. Each time it is selected, it adds another appropriate spell to the antipaladin’s class spell list.

Mythic Fiendish Boon: The antipaladin’s evil god can be so pleased with him as to grant multiple boons. If the antipaladin has already selected the fiendish servant boon, he can also select the weapon fiendish boon. If he selects the weapon fiendish boon, she can also select the fiendish servant boon.

Alternatively, an antipaladin with a fiendish servant boon may choose to receive a mythic fiendish servant (see below), while an antipaladin with the weapon fiendish boon may select the mythic weapon fiendish boon (see below).

Mythic Fiendish Servant Boon: The antipaladin’s fiendish servant gains a portion of his mythic power. The fiendish servant gains the hard to kill base mythic ability. If the antipaladin is mythic tier 3, the fiendish servant also gains the amazing initiative base mythic ability. If the antipaladin is mythic tier 5, the fiendish servant also gains the recuperation base mythic ability. If the antipaladin is mythic tier 7, the fiendish servant also gains the mythic saves base mythic ability. If the antipaladin is mythic tier 9, the fiendish servant also gains the immortal base mythic ability.

Alternatively, if the campaign allows the Leadership feat and cohorts, the antipaladin’s fiendish servant can gain class levels as the antipaladin increases in level instead of being replaced with a more powerful chaotic evil creature. The fiendish servant is considered a monster cohort and usually gains levels in a key class using the Leadership table and the rules for monsters with class levels.

Mythic Weapon Fiendish Boon: The antipaladin infuses his connection to fiendish power with his mythic energies. He adds hid mythic tier to his antipaladin level when determining the effectiveness and duration of his fiendish weapon boon. Additionally, he may expend one use of mythic power to grant the bane weapon property to his bonded weapon (consuming an amount of bonus equal to the property’s cost, as normal with a fiendish weapon bond).

Mythic Aura of Despair: The range of the antipaladin’s aura of despair extends an additional five feet per mythic tier, and functions even if the antipaladin is unconscious (and for 24 hours after his death).

Mythic Aura of Vengeance: The range of the antipaladin’s aura of vengeance extends an additional five feet per mythic tier, and he may choose to active it by expending one use of mythic power.

Mythic Aura of Sin: The range of the antipaladin’s aura of sin extends an additional five feet per mythic tier, and causes weapons affected to strike as evil and cold iron (as well as whatever material they are actually made of).

Mythic Aura of Depravity: The range of the antipaladin’s aura of depravity extends an additional five feet per mythic tier, and functions even if the antipaladin is unconscious (and for 24 hours after her death).

Mythic Unholy Champion: The antipaladin’s DR becomes DR 10/—, and the banishment function of his smite good does not end the smite good ability (though it gains only one banishment effect per foe).

sabato 20 aprile 2024

Mythic Vampire Hunter Class Options

Here’s a mythic version for another minor class.

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Mythic Vampire Hunter

Mythic vampire hunters are the scourge of undead everywhere.


Mythic Detect Undead: The vampire hunter may use his detect undead ability as a swift action.


Mythic Technique Feat: Once each day, as a full-round action, the vampire hunter may change one technique feat he has selected. In essence, he loses one bonus feat, and gains a new bonus feat to replace it, as if he had retrained the feat. He may not swap out any feat he is using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of technique feats the vampire hunter has. Each time it is selected, it allows him to swap out a technique feat one additional time per day. He may swap out the same feat multiple times, or swap out different technique feats.


Mythic Track: Whenever the vampire hunter takes 10 on a Survival skill check to follow tracks, he gains a +10 bonus to the total.


Mythic Vampiric Focus (selection): Once each day, as a full-round action, the vampire hunter may change one vampiric focus he has selected. In essence, he loses one vampiric focus, and gains a new vampiric focus to replace it, as if he had retrained the ability.


Mythic Vampiric Focus (Activation): The vampire hunter may expend one use of mythic power to add one to the number of vampiric foci he can have active at the same time.


Mythic Vampiric Focus (power): The vampire hunter may make one vampiric focus he has selected mythically powerful. A mythic vampiric focus can be activated as a free action and the vampire hunter adds his mythic tier to the number of rounds per day that vampiric focus can be used. In addition, each mythic vampiric focus has its own specific benefits, detailed below.


Mythic Vampiric Agility: All speed increases double. At 8th level, the vampire hunter gains mythic evasion, and at 16th level, mythic improved evasion, as the mythic rogue class abilities.


Mythic Vampiric Call: The vampire hunter adds his mythic tier to the number of temporary hit points he gains. At 8th and 16th level, his deflection bonus to AC increases by +2 (+4 at 8th level and +6 at 16th level).


Mythic Vampiric Cunning: The vampire hunter adds half his mythic tier (minimum 1) to his bonus on Perception and Stealth. At 8th level, he gains the shadowdancer’s hide in plain sight ability. At 16th level, he can expend one use of mythic power to automatically succeed at a Stealth check when charging.


Mythic Vampiric Heart: The vampire hunter adds half his mythic tier (minimum 1) to his resistance against cold and electricity. At 16th level, he adds half his mythic tier (minimum 1) to the number of rounds he can stay in gaseous form, and doesn’t lose the temporary hit points he gained in gaseous form when this focus is no longer active.


Mythic Vampiric Might: The vampire hunter’s Strength bonus increases by +2 (+4 at 1st level, +6 at 8th level, and +8 at 16th level). At 8th level, his weapons are always treated as cold iron/silver for the purpose of overcoming damage reduction.


Mythic Vampiric Momentum: The vampire hunter uses the effects of each listed spell’s mythic version when he gains the ability to use it.


Mythic Vampiric Presence: The vampire hunter’s Charisma bonus increases by +2 (+4 at 1st level, +6 at 8th level, and +8 at 16th level). He also uses the effects of each listed spell’s mythic version when he gains the ability to use it.


Mythic Vampiric Resilience: The number of times the vampire hunter does not gain a negative level when he would increases by 2 (4 at 1st level, 6 at 8th level, and 8 at 16th level).


Mythic Vampiric Resolve: The vampire hunter’s bonus on saves against mind-affecting effects increases to +4. At 16th level, he is also immune to illusion effects.


Mythic Vampiric Sight: The vampire hunter’s darkvision and blindsense ranges double. At 16th level, he also gains blindsight in a 30 ft. range. 


Mythic Relentless: The vampire hunter gains a bonus equal to ½ his mythic tier (minimum 1) on his saving throw against being fatigued after a day of pursuit.


Mythic Stake: The vampire hunter’s weapon is treated as a +1 undead bane wooden stake (if it is already a magical weapon, it adds these bonuses to any ones it already possesses). By expending mythic power, the vampire hunter can increase the weapon’s enhancement bonus by +1 for every 2 mythic power uses spent, up to a maximum of +5.


Mythic Spell List: The vampire hunter can add one cleric spell of a spell level he can cast to his vampire hunter class spell list. If he is mythic tier 3, he can add one spell from the ranger class spell list of a spell level he can cast to his vampire hunter class spell list. If he is mythic tier 6, he can add one druid spell of a spell level he can cast to his inquisitor class spell list.

This mythic class feature may be selected more than once. Each time it is selected, it adds another appropriate spell to the vampire hunter’s class spell list.


Mythic Relentless Band: The vampire hunter adds half his mythic tier to the number of allies that can benefit from his relentless ability.


Mythic Vampire Tracker: The vampire hunter is able to track incorporeal and ethereal creatures too.


Mythic Swift Tracker: The vampire hunter never takes penalties to tracking based on movement, even if mounted or flying.


Mythic Vampire Bane: The vampire hunter adds half his mythic tier (minimum 1) to his vampire bane ability save DC. If the vampire hunter expends one use of mythic power, a vampire continues to be repulsed by this ability after he ceases presenting a holy symbol for a number of rounds equal to the vampire hunter’s mythic tier.


Mythic Remove Vampirism: The vampire hunter needs only 1 minute to remove vampirism from a recently slain corpse. Additionally, the vampire hunter can expend one use of mythic power to cast breath of life on the corpse. If he does so, the revived creature is immune to further vampiric infection for 24 hours.


Mythic Quarry: The vampire hunter adds half his mythic tier (minimum +1) to the number of creatures he may have designated as a quarry at a time. If the vampire hunter has a current quarry, he still must wait an hour to designate a new quarry.


Mythic Critical Reflexes: The vampire hunter gains a bonus equal to his mythic tier on the special combat maneuver check granted by this ability.


Mythic Improved Quarry: The vampire hunter adds half his mythic tier (minimum +1) to Survival checks and attack rolls made against his quarry. If he also has mythic quarry (see above), he can add a new quarry after 10 minutes, up to his maximum number of designated quarries.


Mythic Master Vampire Hunter: The vampire hunter adds half his mythic tier (minimum +1) to the save DC of attacks made using the master vampire hunter ability.

mercoledì 17 aprile 2024

Mythic Omdura Class Options

Minor classes still lack a mythic version of their class features. Let's start getting them even.

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Mythic Omdura

A mythic omdura is the voice of the gods and spirits, and the leader of a holy or unholy army for conquering whole worlds.

Mythic Aura: The omdura adds her mythic tier to the strength of her aura for all aspects of alignment where her own alignment and her deity’s alignment match. Additionally, for one aspect of her alignment that matches, she gains SR equal to 5 + her tier + her class level against spells with the opposing descriptor. If the selected alignment is neutral the omdura may choose one opposing alignment—once this decision is made it cannot be changed.

Mythic Spell List: The omdura can add one shaman spell of a spell level she can cast to her omdura class spell list. If she is mythic tier 3, she can add one spell from the paladin class spell list of a spell level she can cast, to her omdura class spell list. If she is mythic tier 6, she can add one druid spell of a spell level she can cast to her omdura class spell list.

This mythic class feature may be selected more than once. Each time it is selected, it adds another appropriate spell to the omdura’s class spell list.

Mythic Detect Alignment: When the omdura uses this ability, she gains information each round as if she had maintained the ability for three rounds.

Mythic Invocation: The omdura adds her mythic tier to the number of minutes per day she can use the invocation ability.

Alternatively, when this mythic class feature is selected the omdura may boost the power of one specific invocation of hers, gaining the benefit outlined below. Once made, this choice cannot be changed.

Destruction

The damage bonus granted by the destruction invocation is doubled.

Healing

The omdura’s allies gain regeneration rather than healing.

Justice

If the omdura’s allies suffer a % miss chance on their attacks for any reason, it is reduced by 5% per +1 bonus they gain from this invocation.

Piercing

The omdura’s allies gain a bonus to the save DCs of their spells equal to half the bonus granted by this invocation (minimum +1 DC).

Protection

The omdura’s allies gain a luck bonus to CMD equal to the bonus granted by this invocation.

Purity

Whenever the omdura’s allies make a saving throw against an ability or effect by 5 or more, it does not affect them at all (rather than having a reduced effect, such as saving for half damage, or requiring multiple saves to end, such as with some poisons).

Resiliency

The omdura’s allies are granted DR/–, and this is doubled against the attacks of creatures she has identified with a Knowledge check.

Resistance

The omdura’s allies gain resistance to all energy types.

Smiting

The omdura selects one specific alignment, or creature type. Once this choice is made, it cannot be changed. When smiting, her allies’ attacks bypass all DR, of every type, against creatures of the selected alignment or type.

Mythic Divine Touch: The omdura may expend one use of mythic power to use divine touch on an adjacent creature as a swift action.

Mythic Divine Infusion: When the omdura uses her divine touch, as a swift action, she may expend one use of mythic power to change her current divine infusions. She may switch any infusion she has for another infusion available to her at the same or lower level. The new selection of infusions last until she changes them again, or she next regains daily uses of divine touch.

Mythic Divine Might: If the omdura strikes a creature that is not opposed to her alignment with a divine might attack, the omdura becomes aware the creature is not opposed to her alignment and may choose to deal no damage with the attack. If the omdura chooses to do this, the divine might ends and does not count against the omdura’s number of divine might uses per day. A true neutral omdura cannot benefit from this mythic ability.

Mythic Divine Weapon: The omdura infuses her connection to her divine weapon with mythic energies. She adds her mythic tier to her omdura level when determining the number of minutes per day she can enhance a divine weapon for. Additionally, she adds one of the following to her list of divine weapon special abilities: agile, allying, bane, benevolent, conductive, corrosive, corrosive burst, dancing, defiant, fervent, frost, glorious, grayflame, guardian, icy burst, invigorating, liberating, sacred, shock, shocking burst. In addition, a chaotic omdura can add bewildering and deceptive; an evil omdura can add cruel and ominous; a good omdura can add compassionate and peaceful; a lawful omdura can add courageous and truthful. A true neutral omdura can add mimetic and stalking. Once selected, the ability cannot be changed. The omdura adds another weapon special ability at each mythic tier beyond tier 1.

Mythic Commune: When using her commune ability, the omdura can expend one use of mythic power to cast mythic commune instead.

Mythic Improved Invocation: The omdura may expend a point of mythic power to add one to the number of invocations she can have active at the same time for one combat.

Mythic Greater Divine Might: The omdura adds half her mythic tier to her class level and Charisma bonus for the purpose of using the divine might ability.

Mythic Greater Invocation: The omdura can expend two uses of mythic power to apply to herself and her allies the extended effects of a second invocation for 1 hour for every two class levels she possesses.

domenica 14 aprile 2024

Valkyrie Simple Creature Template

Another thing for my favored class created by Aaron Hollingsworth.

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Valkyrie Creature (CR +2 or +3)

A valkyrie creature fights the enemies of her religion and serves her gods on the battlefield with honor. A valkyrie creature’s CR increases by 3 if the creature has 7 or more HD. A valkyrie creature must worship a deity (which must be determined when the template is added) and its alignment must be within one step of that deity’s.

Quick Rules

+2 on all rolls based on Str and Cha; can vanquish foe once per day (treating its HD as its valkyrie level for the purposes of damage; if the creature has 7 or more HD, this also functions as lasting death); gains deathwatcher and battle training (and improved battle training if the creature has 5 HD or more).

Rebuild Rules

Defensive Abilities battle training (if the creature has 5 or more HD, this functions as improved battle training instead); Special Attacks vanquish foe once per day (treating its HD as its valkyrie level for the purposes of damage; also functions as the lasting death class feature if the creature has 7 or more HD); Special Qualities deathwatcher as the valkyrie class feature; Ability Scores +4 Strength and Charisma.

sabato 13 aprile 2024

Omdura Simple Creature Template

Another simple class template that was missing.

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Omdura Creature (CR +2 or +3)

An omdura creature communes with its god, encouraging and healing its allies. It also gains some limited spellcasting. An omdura creature’s CR increases by 3 if the creature has 5 or more HD. An omdura creature must worship a deity (which must be determined when the template is added) and its alignment must be within one step of that deity’s.

Quick Rules

+2 on all rolls based on Wis; can use the invocation ability for a number of rounds per day equal to ½ its HD (minimum 1, uses its omdura level to determine the bonuses granted); can use divine touch once per day (healing 1d6 hit points for every 2 HD it possesses instead of using its omdura level); gains detect alignment (and divine might if the creature has 5 HD or more), usable once per day (treating its HD as its omdura level for the purposes of damage); can cast a small number of omdura spells (see Table: Omdura Spells Known, below) using its HD as its CL and gaining two spell slots of each level for every level of spells known.

Rebuild Rules

Defensive Abilities invocation (can be used a number of rounds per day equal to ½  the creature’s HD + its Wis modifier, using its HD as its omdura level to determine bonuses and types of performance); Special Attacks divine might ability once per day (if the creature has 5 or more HD, treating its HD as its omdura level for the purposes of damage); Special Qualities detect alignment as the omdura class feature, divine touch once per day (healing 1d6 hit points for every 2 HD the creature possesses instead of using its omdura level); Omdura Spells can cast a small number of omdura spells (see the Table: Omdura Spells Known below) using its HD as its CL and gaining two spell slots of each level for every level of spells known; Ability Scores +4 Wisdom.

Table: Omdura Spells Known

HD

0

1st

2nd

3rd

4th

5th

6th

1-4

2

1

5-8

2

2

1

9-12

2

2

1

13-16

2

2

1

17-20

2

2

1

21+

2

2

1


Spellcasting: Simple class templates that grant the ability to cast spells as a member of the class on which the template is based only grant spells for the three highest spell levels the creature has access to. If the creature casts all of the spells of its higher levels, you can keep the combat challenging by adding lower-level spells -denoted by a double dagger (‡)- but no more than two for any given spell level.